There are certainly variables and situations that will make you want to adjust, but I felt those were solid numbers to offer to new players as a rule of thumb. I don't know about everyone else, but I found that starting out I was always resource starved.

Very nice. Most of this stuff I've already learned the hard way during the beta, but still good. I feel pretty stupid for not knowing the creep generators can MAKE creep generators themselves though XD. So much energy my queen have wasted...

Dark Templar:I loved Dark Templar tactics (My name implies this) in the original starcraft. I wonder how they have changed in the new game?

Because of the warp-technology you can 'build' them anywhere within pylon range, and the Warp Prism (the new transport shuttle) provides such a field when activated. This will render the Warp Prism unable to move until changed back, but allows you to 'create' units in the back of someones base, allowing for even better sneak attacks.

Dark Templar:I loved Dark Templar tactics (My name implies this) in the original starcraft. I wonder how they have changed in the new game?

Because of the warp-technology you can 'build' them anywhere within pylon range, and the Warp Prism (the new transport shuttle) provides such a field when activated. This will render the Warp Prism unable to move until changed back, but allows you to 'create' units in the back of someones base, allowing for even better sneak attacks.

:)

I could warp in my units in a completely different spot from the building? And the warp prism.....the possibilities......wow.

Now I have to find out the New Dark Templar specs. I wonder if their damage is still sky high with upgrades?

I could warp in my units in a completely different spot from the building? And the warp prism.....the possibilities......wow.

Now I have to find out the New Dark Templar specs. I wonder if their damage is still sky high with upgrades?

Anywhere where you have Pylon-power, or the Warp Prism-power. However, it takes a 50 gas 50 minerals upgrade from the Cyber Core and a free 'morph' on your Gateways. Also, I think their damage is enough (without upgrades) to 1 shot a worker. About 50 damage I believe.

Looks good, might give it a try, its Gameplay isn't just build and then Mass Charge is it?I've won Dawn Of War games easily by Mass producing only Gaurdsmen and Sentinels on a large scale Cheaply.

Just about every race has 1 unit that can wipe out whole hordes of cheap units (cant think of such a zerg unit, only play Muta / 7-pool zerg when I get it with random). For instance the Siege tank and the Colossus, both have a good range and massive AoE damage, but are vulnerable to air.

One, know what the races can do. No, I am not talking about some minor differences in size between the Ultralist and a Thor, but just the general powers that the entire race has. For example, don't try to attack a Terran's base with ground to ground units only, since they can lift the command center and all the production facilities away and land some where else. Knowing the basic powers, and knowing when they will use it will get you wins.

Two, tricking your opponnet into investing in counters of units, say making a Protoss think your going Mech by letting them seeing factories you built in your base while actually going MMM in a hidden base somewhere, they go an immortal build. Tricking you enemy with your build will often leave your opponet unable to deal with what your actual army is.

Three, don't just go one kind of units, have some diversity in your army. If you go only one unit,or one kind of unit, your opponet will steam roll you with hard counters like nothing you will see before. Your going a Rouch build? Throw in some Mutalists to deal with air units, or going a templar build? Make some Immortals to take most of the hard damage. Having multiple unit types will make your army less of a hard counter to anything, but much harder to beat.

Four, look around the map, espically as zerg. With overlords, one doesn't have any excuse to not know about the more important expansions and knowing what is happening at the major choke points. You may lose an Overlord when the enemies army comes by, but you know now that an attack is coming, they are taking another base, etc. you can act accordingly. If your not Zerg, have flying units do the occiassonal lap around the entire map.

Five, get bases besides your natrual. Exapanding is key, and if your out expanded, you have lost the match since your enemy can out mine, and just fling units at you until your dead. Hiding expansions can make enemies either unprepared or paranoid, giving you an upper hand.

Six, deny enemy bases when ever you can. Same reasons as above, but with a different twist. If you can prevent your opponet from getting bases while getting your own, most of the time you can win. Having Overlords dumping creep at possible bases means they can't build anything until the overlord is dead/gone, and the creep disappears, and I think it takes 30 second for the creep to go away. That is a long time to just sit on the minerals. Another strategy as Zerg is to get burrow as quickly as possible, and put one zerg at each base in the field. Newer players will think the game is bugged, and more experienced players will have to waste money/energy on observes/scans to just find the little critter and take him out.

Seven, in 2v2, know how you can help your teammate. If your Terran, know that SVC's can repair Protoss robots, while Medivacs can heal all Zerg units. If your zerg, don't put creep in their base unless you ally is also Zerg. If your Protoss, you can Crono boost allies production factories to have them make units faster. Go different tech types, one goes heavy on the infantry while the the other goes heavier mech or similar. Pull your own weight.

Edit: Eight, know hard counters. You don't need to know that if one ____ and one ____ that ____ will kill _____ slightly faster, but that Immortals do extra damage to armored, that Marines counter light air, that Collosus counter weak one tear units in mass, Void Rays counter big health units, etc. If you don't know basic counters, you will be steam rolled by those that do.

Edit 2: I have been informed that Choroboosting allies buildings has been removed form the Beta, so disregaurd that bit of advice.

While this is an optimal number of workers, you should always be making more of them. Over saturating your resource line prepares you for your next expansion. Just when your new base gets up, select a bunch of your workers (maybe half)and move them to the new set of minerals. It's much faster to do a worker transfer and then build workers from both bases than trying to rely on building new workers from the expansion alone.

I could warp in my units in a completely different spot from the building? And the warp prism.....the possibilities......wow.

Now I have to find out the New Dark Templar specs. I wonder if their damage is still sky high with upgrades?

Anywhere where you have Pylon-power, or the Warp Prism-power. However, it takes a 50 gas 50 minerals upgrade from the Cyber Core and a free 'morph' on your Gateways. Also, I think their damage is enough (without upgrades) to 1 shot a worker. About 50 damage I believe.

Looks good, might give it a try, its Gameplay isn't just build and then Mass Charge is it?I've won Dawn Of War games easily by Mass producing only Gaurdsmen and Sentinels on a large scale Cheaply.

Just about every race has 1 unit that can wipe out whole hordes of cheap units (cant think of such a zerg unit, only play Muta / 7-pool zerg when I get it with random). For instance the Siege tank and the Colossus, both have a good range and massive AoE damage, but are vulnerable to air.

*Drums fingers on energy scythe* Excellent.....

@Pandalisk= If massing Guardsmen won you any games your opponent must have had no clue how to play. Those guys are the weakest unit in the game.

Seven, in 2v2, know how you can help your teammate. If your Terran, know that SVC's can repair Protoss robots, while Medivacs can heal all Zerg units. If your Protoss, you can Crono boost allies production factories to have them make units faster. Go different tech types, one goes heavy on the infantry while the the other goes heavier mech or similar. Pull your own weight.

Seven, in 2v2, know how you can help your teammate. If your Terran, know that SVC's can repair Protoss robots, while Medivacs can heal all Zerg units. If your Protoss, you can Crono boost allies production factories to have them make units faster. Go different tech types, one goes heavy on the infantry while the the other goes heavier mech or similar. Pull your own weight.

Oh, and expect a rush. ALWAYS. Zerg can have up to 8 zerglings in your base in like 3-4 minutes, depending on the map size.

And another tip: Its not over until its over. I have won some games where the enemy got lazy after destroying my main base, but never bothered to check for instance the island expansion. He was not happy when he saw battlecruisers.

But worry not, those who haven't played it. Because where is a practice league before you do your official ladder games, in which each base has rocks at the entrance that you need to destroy first (so no rushing) and where game speed is VERY VERY low. Also, when you want to play full speed normal games, but feel like you are not up to it, you can play some unranked matches using the Custom Game function.

Seven, in 2v2, know how you can help your teammate. If your Terran, know that SVC's can repair Protoss robots, while Medivacs can heal all Zerg units. If your Protoss, you can Crono boost allies production factories to have them make units faster. Go different tech types, one goes heavy on the infantry while the the other goes heavier mech or similar. Pull your own weight.

Seven, in 2v2, know how you can help your teammate. If your Terran, know that SVC's can repair Protoss robots, while Medivacs can heal all Zerg units. If your Protoss, you can Crono boost allies production factories to have them make units faster. Go different tech types, one goes heavy on the infantry while the the other goes heavier mech or similar. Pull your own weight.

Sir Bob:Also, I think their damage is enough (without upgrades) to 1 shot a worker. About 50 damage I believe.

It's 45 in the current build (+5 with each upgrade), but you're right, that's enough to 1-shot any worker. DTs are always fun to use. However, improvements to the game UI make them harder to exploit. In BW, the game only alerts you to an attack if your unit takes damage and surives the first hit. But if you one-shot kill a worker with a DT, then the enemy player isn't notified that his units are under attack. You can wipe out an entire resource line if your opponent isn't watching. Can't do that in SC2. As soon as any unit is attacked (even if it's an insta-kill), they are alerted.

There are certainly variables and situations that will make you want to adjust, but I felt those were solid numbers to offer to new players as a rule of thumb. I don't know about everyone else, but I found that starting out I was always resource starved.

I don't think that having 4 worker per gas is worth it. Even if it does give you a couple more gas, you lose 50 mineral to get a couple more gas per minute?

I prefer getting 4 marines sooner than having a marauder one minute later. (Marine: 50 mineral, marauder 100 mineral, 25 gas; you have 100 more mineral because you can spare 2 workers worth of cash (2 vespene gas per base) + the marauder's minerals = 200)

Another tip I would add is not to queue production (or at least at much as it's possible). The money you need to build the units in queue is money you don't have to build upgrade sooner. If you're swimming in cash, build more unit producing buildings. So, you should not have idle buildings and no production in queue.

I don't think that having 4 worker per gas is worth it. Even if it does give you a couple more gas, you lose 50 mineral to get a couple more gas per minute?

I prefer getting 4 marines sooner than having a marauder one minute later. (Marine: 50 mineral, marauder 100 mineral, 25 gas; you have 100 more mineral because you can spare 2 workers worth of cash (2 vespene gas per base) + the marauder's minerals = 200)

If you're not resource starved, you're doing it wrong.

True for shorter games at least, but don't you think that gas becomes increasingly more valuable as the match progresses? With everything but the most basic units requiring Vespane as the game progresses past Tier 1 you're going to be capped by your collection rate of Vespane. Big packs of Marines, Zergling and Zealots are usually not going to win you the match single handedly once you're past the first 5-10 minutes.

By resource starved I meant my collection rate in relation to my opponents.